Homebrew Darkweaver Species Details

        Darkweavers are sinister and alien beings from the Plane of Shadow that found that the Material Plane boasts far more plentiful hunting ground than their home. Relatively new arrivals to the Material Plane, the darkweavers seek to learn more about the Material Plane and the power of the creatures that reside there so that they can make a bid for control.

        Few creatures that have a darkweaver truly understand what it looks like. Every darkweaver resides in a thicket of writhing, supernatural shadows, and a creature must delve into the benighted depths of this darkness to find it. At the center of this area, a curious explorer might catch a glimpse of a spiderlike form that is wreathed in protective shifting darkness.

        The true form of a darkweaver resembles a spider in only the vaguest fashion. Its fleshy, gray-skinned body is divided into two segments, each with four tentacles. Clusters of spiderlike eyes cover all sides of of its front section, and the underside contains a mouth with deadly fangs. A darkweaver usually walks on all eight tentacles, but it can rear its front to attack foes or manipulate objects.

Darkweaver Traits

Darkweaver's receive the following traits and features.

Ability Score Increase

Your dexterity score increases by 1.

Age

Darkweavers are timeless creatures that are bound to shadow. After they reach full maturity at 100, they will live as long as shadow exists in the world.

Alignment

Darkweavers are predators that use trickery to hunt, and tend to be neutral evil.

Size

Fully grown darkweavers are generally between 4 feet and 4 1/2 feet long, 3 feet tall, and weigh between 120-200 lbs. They are generally slightly larger than the average Great Dane dog.

Speed

Darkweavers are slow and deliberate by nature, and your base walking speed is 20 ft. However due to their tentacles darkweavers are also inherently skilled climbers, and so you have a climbing speed of 20 ft.

All-around Vision

Because of the various eyes that cover the body of a darkweaver, they can see in a fully 360 degree bubble around them. Creatures attempting to sneak up on you gain no benefit from your back being turned. 

Cold Resistance

Darkweavers are creatures of the shadows, and are often completely covered from sunlight. In this way, they are used to the ever enveloping cold around them, and it is their natural habitat. You have resistance to cold damage.

Darkvision

Darkweavers made their homes in cave systems, far away from the sun and the light. Their many eyes are accustomed to the darkness. You have 60 feet of darkvision.

Non-humanoid Form

Darkweavers are a tangled mess of writhing shadow tentacles, and therefore are physically incapable of effectively wearing armor that is fit for humanoids. You cannot gain any bonuses from humanoid armor and cannot be proficient with humanoid armor, with the exclusion of shields.

Sunlight Vulnerability

The light is a darkweaver's worst enemy. The sunlight burns the shadowy tentacles of a darkweaver, and it does so unforgivingly. You are vulnerable to radiant damage, and for every round of combat you begin unprotected from the sunlight you take 1 hit point of damage. If you drop to zero hit points and must make death saving throws, every turn you begin unprotected from the sunlight gives you one immediate fail.

Shadowstuff

Darkweavers were born in shadow, and dwell in shadow all their lives. They are one with the shadow, and the shadow grants its power to them. You gain the following abilities;

  • Shadow Exterior. While not wearing armor, excluding shields, you have an AC that is equal to 6 + your proficiency bonus + your constitution modifier. This armor is made up of the shadow matter that surround your true form. If you drop to below half your hit points maximum, your AC drops to only 6 + your constitution modifier.
  • Shadow Strands. Once per long rest you can shoot out a 10 foot sphere of web-like shadow originating from you that obscures the area within its range. These strands of shadow make the effected area both heavily obscured and difficult terrain for all but darkweavers. The effected area becomes impervious by passive light, however it can be dispelled by any effect that dispels magic, or by any spell that causes radiant damage in an area, such as dawn. This effect last for 1 hour unless dispelled or destroyed. You gain an additional 10 feet of shadow strands at levels 4, 8, 12, 16, and 20.
  • Shadow Jump. At level 5, you have become one with the shadows, and because of this connection you have the ability to enter into a shadow and emerge from any shadow that is within a 30 foot range. Once you enter the shadow, you are only able to exit from other shadow. Spaces that are considered to be darkness do not count as shadow. You may move freely within the area effected by your shadow strands, when this area exists.

Languages

You can speak Abyssal, Common, and Infernal, however you cannot naturally read or write.

Previous Versions

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